                              Command : TORPEDO

 SYNTAX:
   [##:##] Command: torpedo <SHIP> <TORP-SHIPS>

or, if the mult-fire option is enabled: SYNTAX:
   [##:##] Command: torpedo <SHIP> <TORP-SHIPS>

The torpedo command is used to shoot other naval vessels in a sneaky manner.

The <SHIP> argument is the victim ship number and the <TORP-SHIPS> argument is
the number(s) of your submarine or other ship(s) with  torpedo  ability.   The
program  will ask for these if not provided on the command line.  If using the
multi-fire option, the program will prompt for targets for EACH firing torpedo
ship, if no target was given on the command line.

Your <TORPEDO-SHIPS> must meet the following criteria:
   1) It must have torpedo ability. (see info show)
   2) It must have at least 1 gun (torpedo tube)
   3) It must have at least 3 shells (3 shells = 1 torpedo)
   4) It must be at least 60% efficient
   5) It must have some mobility

                              Command : TORPEDO

Meeting  all  these  criteria, your torpedo will be launched toward the victim
ship and a countdown of seconds until the expected detonation will commence.

The range of a torpedo depends on the type of sub, and its  tech  level.  Cur-
rently the range formula looks like this:
     (frng/2) * (tech+50)/(tech+200)

     [Note: frng comes from show ship capability]

If the target is out of range, you will be told so, (after your torp is in the
water).  If you are in range, your chance of making a hit depends on the  dis-
tance to the target:

     Range   Chance
     0       90%
     1       45%
     2       30%
     3       22.5%
     4       18%
     5       15%

                              Command : TORPEDO

In  addition, subs get a bonus, depending on their electronics, as measured by
their visibility (ability to sneak up), equal to (5-visib)*3%.

A hit will be reported to you as BOOM!, A torpedo does 50-100%  damage,  modi-
fied by the armor of the victim.

In  order  to  simulate  the real-time situation, your mobility will be decre-
mented by mobility equal to 1/2 the cost the torpedo-ship would pay to move  a
sector  for  each  torpedo  fired;  if it goes to zero (or beyond) you will be
forced to stick around.  If your torpedo scores a hit,  your  victim  will  be
informed  of the fact and will be told the number of the torpedo-ship, but not
the country (so you can deny it).

The victim's only automatic protection against sub attacks is that any ship of
his/hers  that  is  near  you and has depth-charge ability and has shells will
drop them on you as depth charges.  Each depth charge does 10% to  40%  damage
to  your  sub,  depending  on  the  armor  of  the  sub,  and the range of the
destroyer.

                              Command : TORPEDO

The range a ship can depth charge at is the same as its gun range.

Against surface ships launching torpedo attacks, the victim gets to  fire  all
his  ships & sectors within range at the attackers BEFORE the attackers get to
fire. Damage done by all defending ships is divided evenly over all  attacking
ships.

See also : attack, assault, fire

